When a bot replaces a human player does Vox automatically credit the bot and not the human player or are there limitations? Say for instance a human player was replaced by a bot in the penultimate turn of a 60 round game, who would be credited as having played the game, bot or human?

When i entered the room i saw it was (i believe) mud joining the game in turn 1 and being replayced by the bot before end of turn 1. I joined as his team mate and won the war. surprising to me: The game was recorded as a single human game. I thought he'd get the credit as well... It's eventually ok if a first turn leaver gets no credit, but then me shouldn't have either, right ?

Ramcat wrote:mentor09 just shared with people how to surrender from a game and have it count like you played. Or I might say, "How to surrender like a man".

From what he said:
Type /surrender in the chat textbox.
Then hit "I'll be back" when you leave.

That way the game will count for "Full Human" and not mess up other peoples stats (this is where you be a man). It will also not wait for you to enter any more moves (not delay the game).

Because I did not know this I messed up at least one game. This should be added to the 'Help' HTML file loaded to the client. And a primer for how to join and play network games. Is there anything else to add?

The surrender option is a bit baffling. 'Surrendering like a man' should be how the option works by default imo. To my mind a surrendering foe should lay down arms rather than embark on a bot-led rampage of your forces. I can't see any reason why letting a bot take over should be allowed.

Dr was kind enough to try and explain the finer points of the defensive and offensive values of troops to myself and a few others the other day.

I learnt a bit along the way, but what become most clear is that there's quite a few players who struggle to get their head around what the values represent much less than how to make a calculation using them.

I'm not talking about the battle calculator btw, how that works is pretty clear.

It would be great if someone could post an example of a battle explaining what the defence and offence values of the troops mean and how they are used in a conflict. An example that avoids using abstractions and assumes the reader is entirely new to the game would be ideal.

So, I was attacking an enemy castle that had no defenders with my 2 horsemen. I lost...the game seemed to calculate a battle with the units the AI was purchasing. That's not supposed to happen, right? This happened a couple of times to me against Prince John on the Robyn Hood map. There were no other AI units in any surrounding hexes either...odd!

lokiju wrote:So, I was attacking an enemy castle that had no defenders with my 2 horsemen. I lost...the game seemed to calculate a battle with the units the AI was purchasing. That's not supposed to happen, right? This happened a couple of times to me against Prince John on the Robyn Hood map. There were no other AI units in any surrounding hexes either...odd!

Not odd, just plain math.
Castle defense 10 means you'll definitely lose one unit plus a second at a chance of 2/3.
If you hit with 2 horses, your chance is just 1/3 to take it. Even though you beat the castle (one unit) with your 2 horses each time, you need one unit surviving.

No, there's no additional defense gain for pawns/horses defending in a castle.

lokiju wrote:...the 10 defense seems pretty insignificant...

If you use the Battleodds Calculator, you can see that a single battle may last several rounds. These castle 10 count each round, so e.g. a 5-round-siege will cost 10 additional attackers in the worst case.